Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | Zylann | |
Old Version | Published before Godot 3 was released. |
I have a generated voxel world which contains a lot of MeshInstances in a 3D grid. Each MeshInstance is 16x16x16 in size and is recomputed every time a change is made to them.
I discovered that frustum culling was taking a lot of time, and increasing the step of the grid to 32x32x32 was better (8 times faster). However, I want to keep my meshes under 16x16x16 size because it’s cheaper to update them, as 32x32x32 would involve too much latency.
So my question is:
How can I make Godot cull groups of 2x2x2 MeshInstances together instead?